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Deck guide · Light Side · best in 1v1
Baze Malbus, leader of Guardians of the WhillsBaze Malbus skill icon

Guardians of the Whills

Baze is a ranged leader with a three-shot explosive skill. Keep Chirrut alive and Baze attacks faster. This deck wins with splash: Buster Shot, the Grenadier and X-Wing blow apart anything that clumps up, while the Wookiee and Chirrut hold the line.

Leader Baze Malbus
Avg cost2.71
DifficultyMedium
StyleRanged splash and sustain

The deck

Leader skill. Buster Shot: Fires 3 explosive shots, each dealing X% of Attack Power as damage to the target and surrounding enemies.
Leadership. Comrades: As long as Chirrut remains alive, Baze gets an Attack Speed increase of X%.

Era set bonus: Rebel Alliance: 7 of 8 cards, so your turrets take 9% less damage. X values grow with your leader's level and perks.

How it wins

Out-trade the enemy in the middle with splash damage, keep Chirrut alive for Baze's speed bonus, and walk a full push into a turret.

Strengths

  • Huge splash: Buster Shot, Grenadier, X-Wing
  • Two durable front units (Wookiee, Chirrut)
  • Baze fights from range, so he rarely gets caught alone

Weaknesses

  • Fast melee leaders who reach Baze (Vader, Grievous, Ahsoka)
  • Chirrut dying removes Baze's attack speed bonus
  • No dedicated turret breaker

Card by card

CardCostJobHow to use it
2Cheap damageCycle card and back-line shooters.
2Cheap brawlersThree sturdy melee units. Good bodyguards for Baze and a cheap answer to divers.
2Burst buffFire it with Buster Shot for a burst that deletes a push.
3Front lineThe tank in front of Chirrut.
3SplashGrenades clear swarms and clumps.
3Air strikeFinish fleeing units, hit clumps, or chip a turret.
4Unique, tank and support1,342 health, ranged lightbow and melee staff. While he lives, Baze attacks faster. Keep him behind the Wookiee.

Game plan

Opening

First minute

  1. Talz or Rebel Troopers first to see what they do.
  2. Hold Baze back. He's ranged, so let units walk in front.
  3. Get Chirrut out early in a calm moment so Baze has the bonus for the first big fight.
Mid game

Win the fights

  1. Wookiee, then Chirrut, then Grenadier: a strong three-layer push.
  2. Fire Buster Shot into the middle of their units, not at a single target.
  3. When a diver jumps Baze, drop Talz Marauders on top of him.
Late game

2x energy and Sudden Death

  1. 2x energy lets you rebuild Chirrut quickly if he falls. Get him back before the next fight.
  2. Use X-Wing to finish a turret in Sudden Death.
  3. Keep Baze alive: each death adds respawn time and costs you the splash.

Signature combos

3 energy

Three-Shot Volley

Buster Shot + Rebel Grenadier

Two waves of explosions on the same clump. Clears almost any squad push.

7 energy

Guardian Wall

Wookiee Warrior + Chirrut

Two tanks walking together. Baze shoots safely behind them.

5 energy

Finisher

Hyper-Adrenal + Buster Shot + X-Wing

Burst on a leader stuck in a fight.

Matchups

AgainstWhat to do
Melee divers (Vader, Grievous, Kylo)Talz Marauders as bodyguards. Consider swapping X-Wing for C-10 Stun Grenade.
Swarm decksThis is your best matchup. Buster Shot and Grenadier eat swarms.
Tank and droid decksWookiee and Chirrut trade fine, but you lack anti-tech. Focus fire with Baze.
Air strike decksSpace Chirrut and the Wookiee apart from your shooters.

Swaps: X-Wing to C-10 Stun Grenade if fast melee leaders keep diving Baze.

Mistakes to avoid

  1. Leaving Chirrut out front alone, losing Baze's bonus early.
  2. Firing Buster Shot at one unit.
  3. Standing Baze in front of the Wookiee.

Upgrade order

  1. Baze Malbus
  2. Chirrut Îmwe
  3. Rebel Grenadier and Wookiee Warrior
  4. Rebel Troopers and Talz Marauders
  5. X-Wing and Hyper-Adrenal

See Upgrades and resources for costs.

Running this deck? Post your results, tweaks and replays in the SWFAR Facebook group, vote for Baze Malbus on the community tier list, or submit your own guide.